Personally? I'm leaning towards 'no'.

Whilst I get there is a higher barrier to entry there are other jobs if people find SGE too difficult to get into. The devs refuse to do the one thing that'll raise the skill ceiling whilst keeping the skill floor low, so when we have a job the has a greater learning curve and a little more complexity than ones, then naturally it is better for those who are looking for exactly that. SGE is a step in the right direction here and potency buffs I feel would be a regression. But then I made a thread a while back saying shield healers should have their potencies nerfed in favour of a greater shield focus, because shield healing is a healing style. You suggest that you don't believe SGE is falling behind, then I think that's fair argument to not increase potencies. And if they did, we also run into the risk of 3.0/4.0 SCH, where it was overpowered, because 2.0 SCH was perceived as weak and had more of a learning curve than WHM but in practice was already well balanced, but just had something it was weak at like SGE does now. I don't want them to repeat the same mistakes they made with SCH on SGE.

And if SGE gets potency buffs then it lessens what makes SGE appealing IMO.

The main adjustment I would make are to Toxicon so we have more of an incentive to fish for it.

Also we can handle DRK and part of the argument is we can also avoid needing DRK to pop Living Dead, though I realise there are mechanics that may require it (like back in Zurvan EX) and this can be mitigated with better planning or by your co-healer. Maybe it should be treated as a DRK problem, WAR has Bloodwhetting which can help a lot with getting their HP up, PLD has Clemency. DRK could probably do with a better self-heal to mitigate Living Dead issues.